|
POST
|
Hi Xander, Thanks for sharing your work. I recently just wanted to add that I have been playing with procedural solutions for this problem using CityEngine/ArcGIS Pro. So if anyone revisits this forum, you can try the same thing in another context. I think with CGA the main benefit is control over the setbacks when you have a lot of contiguous geography, but even so the application might be limited. Just wanted to share the possibility.
... View more
03-28-2017
01:38 PM
|
0
|
0
|
3485
|
|
IDEA
|
I agree. Currently I have a a Complete_Streets_Simple.cga that hides 52 attributes to meet some of this need, but it is a hack that is really a reaction to how the inspector currently works. It would be great if there was an annotation for "Key attributes". So bike lane width in Devin's example would be a key attribute, anytime it is >0, all the spacing options/types/related attributes cascade out. It could be just an extension of the group annotations that already exist.
... View more
02-04-2017
11:30 AM
|
0
|
0
|
856
|
|
POST
|
Hi Thomas, Thanks for the reply. Does the scene coordinate system have some impact on the tiles that can be retrieved then? Or is it just that you need to select a larger or lower res tile in some cases depending on what is available? David
... View more
01-30-2017
02:37 PM
|
0
|
0
|
3050
|
|
POST
|
I see, at first I thought it might have to do with Edge indexing, but a small difference in angle seems hard to perceive just from the image. My first comment was unhelpful. For a rule to generalize, I guess you could use geometry.edges/is rectangular to determine if you should use setback vs. a well oriented split. It does seem very strange. Does the behavior change if you use a different selector rather than the default?
... View more
01-23-2017
10:13 AM
|
0
|
0
|
1488
|
|
POST
|
I have updated the post. However, do you know why the tile has to be a minimum size and why certain base maps are hard to get at a high resolution?
... View more
01-21-2017
03:04 PM
|
0
|
2
|
3050
|
|
POST
|
Interesting. That might explain why adding another layer worked one time for me. I don't recall if it had a same attribute name for it however. Thanks for the find. Another bug I found is that the get map data function is not in the python API, but that might be a feature request though...
... View more
01-21-2017
03:01 PM
|
0
|
0
|
3529
|
|
POST
|
Yeah glad that worked. I was not sure if this bug was just me for a while, and I am glad I am not the only one who can replicate it. 😃 Chris Wilkins is this a known bug? Who should we check with?
... View more
01-19-2017
02:03 PM
|
1
|
1
|
3529
|
|
POST
|
Hi David, Users do not and should not need to change CGA code for it to map. Another thing I would suggest is the following. 1. Use Import Data- Grab any aerial image tile. Check if import options exist. 2. Add an image. Check if the mapping options exist. This is likely a bug with the layer mapping, but I have found I can do mappings pretty easily once there is an image and a map layer to reference. Let me know if this fixes it. I don't usually encounter this issue if I start by adding an image map to the scene (Get Map Data). David
... View more
01-19-2017
01:43 PM
|
1
|
3
|
3529
|
|
POST
|
I have had this problem before and know it well. CityEngine really only maps directly to shape attributes if they share object attributes names with rule parameters. This means a shapefile must have field names that match the rule parameters for an automatic mapping with a single layer. The connection feature requires another copy of the same layer to "map to", and can thus feel a little strange to work with if you have only one layer in the scene. To use the connect to layer feature you do the following: 1. Import a layer via Shape/FGDB etc. 2. Copy the layer in the scene. 3. Rename it "Map Layer" 3b. Import an image into CE or use Get Map Data (Resolved Bug see below). EDIT 4. Open up Connection Editor- Choose Map Layer,then the attribute. Let me know if this does not work, there are other things to try. David
... View more
01-19-2017
09:07 AM
|
1
|
5
|
3529
|
|
POST
|
That makes a lot of sense. It would also explain why it occurs in some areas and not others. What I found strange was that usually the base maps (not imagery) have coverage regardless of resolution level typically, but in this case it did not seem to.
... View more
01-12-2017
01:08 PM
|
0
|
1
|
3050
|
|
POST
|
I am conflicted about it too. Theoretically you can subdivide the intersection to conflict spaced lanes (bike/bus lanes/rail) and the based on the street and its orientation, but it is hard to figure out how to handle things like transitions (when one road narrows into another) and harder yet how to reconnect objects that need to connect at the other end (wires and the like). Matthias did some coding with that in python/CGA to do power lines between buildings in his Favelas model, but a pure CGA solution is difficult because shapes cannot "talk" to one another (right now at least). In addition, do you remember way back when when you could not get an elevated crosswalk? I suspect the same UV orientation issue could prevent a reliable solution of getting an intersection shape to align with the receiving street shapes. Even worse is thinking about all the stop gap/crosswalk code that would need to be gutted for it to be perfect. Many of the problems that code was intended to solve such as UV conflicts would have to be replaced with...something. I don't know what it would be. Intersections are hard, but on the ideal intersection (square, both receiving streets across from each other the same width) you can create a procedural intersection pretty reliably. Manual modeling of intersections should likely be done honestly for a bunch of reasons related to the fact they are becoming increasingly complex entities in reality (Portland Street View has some examples).
... View more
01-09-2017
06:51 PM
|
2
|
0
|
3858
|
|
POST
|
This is awesome. Are there any licenses I should know about for the models? Thanks for sharing man! Models and textures are always a bottleneck for a public distribution. I just want to make sure the right people get credited. Intersections have always been the reason I feel anxious to add this functionality in. However, maybe the understanding that it would only be on the cross section level would be ok for now. I will take a look at this later and keep you updated if I try anything.
... View more
01-09-2017
02:11 PM
|
0
|
5
|
3858
|
|
POST
|
I hope that was not my bad, not sure if you are using the CS rule. Can you share the code for the Light Rail stuff? Models? This looks like a pretty good setup. Did you have any thoughts on how to handle the intersection? I think about this problem from time to time.
... View more
01-05-2017
05:48 PM
|
1
|
0
|
3859
|
| Title | Kudos | Posted |
|---|---|---|
| 1 | 06-07-2024 02:16 PM | |
| 1 | 05-15-2022 12:21 PM | |
| 1 | 08-27-2016 11:03 AM | |
| 1 | 12-19-2021 01:10 PM | |
| 1 | 06-12-2020 03:29 PM |